forked from MoonsideGames/FAudioGMS
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*.dll filter=lfs diff=lfs merge=lfs -text
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*.so filter=lfs diff=lfs merge=lfs -text
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*.so.0 filter=lfs diff=lfs merge=lfs -text
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FAudioGMS - Game Maker FAudio bindings in C
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Copyright (c) 2021 Evan "cosmonaut" Hemsley
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This software is provided 'as-is', without any express or implied warranty.
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In no event will the authors be held liable for any damages arising from
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the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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|
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software in a
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product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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||||||
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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# FAudioGMS
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FAudioGMS is a bindings extension for Game Maker Studio 2 that allows Game Maker applications to utilize [FAudio](https://github.com/FNA-XNA/FAudio).
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When using Game Maker, you might have asked yourself questions like "Why does this game engine that I paid hundreds of dollars to use have a completely broken audio engine? Why does it do broken format conversions every single time I run my game?" Well, that's a great question that I can't answer, but until YYG gets their shit together I have provided this tool so that you can have a functioning audio system in your game. It can even do fancy things that GM can't normally do, like dynamic reverb and pass filters. Fun!
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As an addendum, if the YoYoGames circus needs a new clown for tasks like fixing the audio engine that's been mostly broken for a decade, I am a highly skilled programmer and I work for competitive rates. You know where to find me.
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## License
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This library is licensed under the zlib license. See LICENSE file for details.
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/* FAudioGMS - Game Maker FAudio bindings in C
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*
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* Copyright (c) 2021 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#include "FAudioGMS.h"
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typedef struct FAudioGMS_Device
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{
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} FAudioGMS_Device;
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void FAudioGMS_Init()
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{
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}
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/* FAudioGMS - Game Maker FAudio bindings in C
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*
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* Copyright (c) 2021 Evan Hemsley
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*
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* This software is provided 'as-is', without any express or implied warranty.
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* In no event will the authors be held liable for any damages arising from
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* the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software in a
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* product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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* Evan "cosmonaut" Hemsley <evan@moonside.games>
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*
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*/
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#ifndef FAUDIOGMS_H
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#define FAUDIOGMS_H
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#include <math.h>
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#include <stdbool.h>
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#include <stdint.h>
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#ifdef _WIN32
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#define FAUDIOGMSAPI __declspec(dllexport)
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#define FAUDIOGMSCALL __cdecl
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#else
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#define FAUDIOGMSAPI
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#define FAUDIOGMSCALL
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#endif
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#ifdef __cplusplus
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extern "C" {
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#endif /* __cplusplus */
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FAUDIOGMSAPI void FAudioGMS_Init();
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FAUDIOGMSAPI void FAudioGMS_Destroy();
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#ifdef __cplusplus
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}
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#endif /* __cplusplus */
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#endif /* FAUDIOGMS_H */
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio 15
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VisualStudioVersion = 15.0.28307.645
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "FAudioGMS", "FAudioGMS.vcxproj", "{6DB15344-E000-45CB-A48A-1D72F7D6E945}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|x64 = Debug|x64
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MinSizeRel|x64 = MinSizeRel|x64
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Release|x64 = Release|x64
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RelWithDebInfo|x64 = RelWithDebInfo|x64
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x64.ActiveCfg = Debug|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Debug|x64.Build.0 = Debug|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.MinSizeRel|x64.ActiveCfg = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.MinSizeRel|x64.Build.0 = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x64.ActiveCfg = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.Release|x64.Build.0 = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.RelWithDebInfo|x64.ActiveCfg = Release|x64
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{6DB15344-E000-45CB-A48A-1D72F7D6E945}.RelWithDebInfo|x64.Build.0 = Release|x64
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {7B2DB465-0A55-3811-9EF4-A520B47653D2}
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EndGlobalSection
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EndGlobal
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<ProjectGuid>{4F20502A-F926-4D12-872D-64AC2E065078}</ProjectGuid>
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<RootNamespace>FAudioGMS</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)'=='Debug'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)'=='Release'" Label="Configuration">
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<ConfigurationType>DynamicLibrary</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>MultiByte</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<PlatformToolset>ClangCL</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<PlatformToolset>v142</PlatformToolset>
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</PropertyGroup>
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<PropertyGroup Label="Configuration" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<PlatformToolset>ClangCL</PlatformToolset>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="PropertySheets">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<RunCodeAnalysis>true</RunCodeAnalysis>
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<EnableClangTidyCodeAnalysis>true</EnableClangTidyCodeAnalysis>
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</PropertyGroup>
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<PropertyGroup Label="Vcpkg">
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<VcpkgEnabled>false</VcpkgEnabled>
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<VcpkgManifestInstall>false</VcpkgManifestInstall>
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<VcpkgAutoLink>false</VcpkgAutoLink>
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</PropertyGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Debug'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<LanguageStandard_C Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Default</LanguageStandard_C>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>DebugFull</GenerateDebugInformation>
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</Link>
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</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)'=='Release'">
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<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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<Optimization>MaxSpeed</Optimization>
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<FunctionLevelLinking>true</FunctionLevelLinking>
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<IntrinsicFunctions>true</IntrinsicFunctions>
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</ClCompile>
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<Link>
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<GenerateDebugInformation>true</GenerateDebugInformation>
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<OptimizeReferences>true</OptimizeReferences>
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</Link>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="..\src\FAudioGMS.c" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="..\src\FAudioGMS.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</Project>
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<PropertyGroup />
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</Project>
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